Players are not using classes effectively, leading to uncoordinated gameplay. Recon is not providing intel, Assault isn't pushing objectives, Engineers aren't supporting vehicles, and Support isn't sustaining pushes. Vehicles are misused as personal taxis or kill-farming platforms. This results in matches where objectives are ignored and vehicles are wasted.
When you bounce from match to match and just watch from the spawn screen for a minute, you start noticing the same patterns over and over. The game itself is fine—most of the time it’s the way people play that makes it feel like the match is falling apart. # Recon Recon is *not* just “the sniper class.” It’s one of the strongest kits in the game when it’s used correctly, but most matches you’ll see two full Recon squads sitting on the edge of the map taking low-percentage shots and missing everything. Recon should be feeding the team information. Stay behind your squad’s push where you can actually see the objective. Use the drone like a UAV, keep eyes on lanes, and mark vehicles so Engineers can delete them faster. If you want to snipe, great—but use it to counter-snipe and protect your team, not to sit on a mountain all game. # Assault Assault should be the class that breaks stalemates. You’re supposed to push, stay mobile, create spawn options, and force the enemy to deal with pressure from angles they aren’t ready for. What I usually see instead is Assault players sprinting down the same lane on repeat, dying over and over, and calling it “pressure.” That’s not pressure, that’s just wasted tickets. Or they never place the Deploy Beacon, or they throw it in the most obvious spot possible and it gets deleted instantly. When the beacon is placed well, it can win caps by itself because it creates a second front and keeps your squad in the fight. Same with the ladder: it’s not a meme tool. It’s for getting your team onto rooftops, creating new entry points, and giving your push a new POV. If you’re playing Assault right, you’re not just farming kills, you’re flipping objectives because the enemy can’t handle the new spawn angle. # Engineer Engineers are supposed to keep the vehicle game running: repair tanks, drop vehicle resupply, and prioritize killing AA and enemy armor. Mines should be hidden on edges, chokepoints, and vehicle routes, not tossed randomly in the middle of nowhere. Pick a lane and commit to it: **anti-air** or **anti-tank**. Trying to do everything usually means you end up doing nothing. And if your armor is pushed up, you should be near it repairing, resupplying, and clearing threats because a tank with a good Engineer behind it becomes a serious problem. Also: stop trying to play Engineer like you’re a movement streamer. Battlefield rewards positioning and teamwork way more than flashy slides and ego peeks. # Support Support is the class that keeps a push alive, but most people play it like “the guy who drops ammo once in a while.” They’ll toss an ammo box in a useless spot, sit in a corner with an LMG, and wonder why their team can’t take a point. Support should be sustainment and momentum. Put ammo where people are actually fighting; on the edge of the cap, inside the building your team is holding, not behind a random wall 30 meters back. Keep Engineers fed so they can keep killing vehicles and supporting your armor. Use suppression to force enemies off angles so Assault can move. Support is also the class that makes an objective stick. Hold power positions, shut down entry lanes, punish rotations, and deny revives. You don’t have to top frag you just have to make the point miserable to retake. # Vehicles # UH-60 (transport) The UH-60 is one of the most valuable assets on the map, but half the time it’s treated like a personal taxi or a door-gun farming platform. You’ll see it circling 400 meters away doing nothing, or flying straight into the hottest AA area, exploding, and the pilot rage-quitting the slot. The UH-60’s real job is map control and spawn pressure. Move squads to flanks, rooftops, and back caps (anywhere that forces the enemy to split) Keep it alive so your team always has a mobile spawn and the ability to reposition. Drop people, pull off, re-angle, come back, repeat. And yes, you *can* use it like a gunship, but most people do it wrong. Hovering over the objective is basically volunteering to get deleted. If you’re going to strafe, do fast, low passes: set up from cover, guns on target for a couple seconds, then break line of sight and reset from a new angle. Same approach every time just gets you predictable and killed. # Apache The Apache is strong, but a lot of pilots play it like a montage generator: hover at max range farming infantry, run the moment they get looked at, repeat. Or they dive the objective like a bomber, get shredded by AA, and now your team has no air for the next few minutes. Your job isn’t just “get kills.” It’s controlling the vehicle war so your infantry can actually play the objective. Kill enemy AA first, then tanks and enemy air, and only then start farming infantry. Rotate angles, use terrain, break LOS, and work off Recon pings. If you ignore AA because you want easy infantry kills, you’re part of the reason your team can’t push. # .50 cal jeeps The .50 cal jeep is insane when used right, but everyone waste it. They drive it straight into the objective like it’s a tank, park it on a hill like it’s a sniper tower, or use it as a taxi and abandon it. It’s a flanking pressure tool. Keep it moving. Hit side lanes, punish exposed infantry, delete enemy spawns, and relocate constantly. Quick burst, reposition, hit again. If you sit still, you’re just begging to get rocketed. # Jets Jets are supposed to control the match, but a lot of jet players either fly in useless circles, tunnel-vision one other jet for ten minutes, or farm random infantry while the enemy’s air and vehicles destroy your team. Jets should win the air war first. Kill enemy air, then hunt AA and armor so your team can push. Don’t chase one target across the entire map if their Apache is farming your team the whole time. Work with Recon/Engineers pings and painted targets turn your runs into guaranteed value instead. # Tanks camping in spawn This is the classic Battlefield problem. Players treat tanks like they’re made of glass and sit on the edge of HQ lobbing shots at nothing while the enemy caps the home point right next to them. Tanks are supposed to take space and support the push, not cosplay as mortars. # Why it feels like it’s “dying” Honestly, it’s not the guns, and it’s not balance. It’s the average match feeling like nobody is playing Battlefield. And before anyone says it: yes, the game has issues. Stuff like hit-reg/“ghost bullets,” desync, getting killed around corners, latency variation/packet loss, and even server instability/region problems are real and widely reported. But we (the community) don’t control that—DICE fixes netcode. This post is about the part we can control: how people play. * Squads don’t move together. No timing, no pings, no coordinated pushes, just a bunch of isolated 1v1s. * People walk past revives constantly, so every push turns into a slow drip of deaths instead of a sustained wave. * Everyone complains about getting deleted, but they run the same lanes, re-peek the same angles, and stay permanently spotted. * Challenges turn lobbies into chore simulators, so half the team is doing assignments instead of playing objectives. * Once a match starts snowballing, people quit, the server turns into a revolving door, and every round becomes a stomp. * People not playing their class or trying to play like this is COD/APEX/Fortnight/Etc. BF6 is fine as a core game. The problem is the average match doesn’t feel like Battlefield. It feels like randoms doing their own thing while the objective gets ignored and vehicles are wasted. That’s why it feels like it’s dying.